# increase_depopulation_effect
# decrease_depopulation_effect

# increase_prosperity_effect
# decrease_prosperity_effect

# increase_prosperity_variable_effect
# decrease_prosperity_variable_effect

# remove_rain_modifiers_effect
# set_weather_change_cooldown_effect
# set_rain_flag_heavy_effect
# set_rain_flag_light_effect
# set_rain_flag_drought_risk_effect
# set_rain_flag_drought_effect
# change_rain_effect
# clone_weather_to_prev_effect
# calculate_weather_status_in_demesne_effect

# add_lots_thralls_capital_effect
# add_some_thralls_capital_effect
# add_few_thralls_capital_effect


increase_depopulation_effect = {
	if = {
		limit = { has_province_modifier = depopulated_2 }

		random_list = {
			40 = { # Do nothing
				mult_modifier = {
					factor = 1.5
					any_province_holding = {
						OR = {
							holding_type = nomad
							holding_type = tribal
						}
					}

					num_of_settlements < 3
				}

				mult_modifier = {
					factor = 1.2
					hospital_level >= 1
				}

				mult_modifier = {
					factor = 1.2
					hospital_level >= 2
				}

				mult_modifier = {
					factor = 1.2
					hospital_level >= 3
				}

				mult_modifier = {
					factor = 1.2
					hospital_level >= 4
				}

				mult_modifier = {
					factor = 1.2
					hospital_level >= 5
				}

				mult_modifier = {
					factor = 1.2
					hospital_level >= 6
				}
			}

			60 = {
				trigger = {
					OR = {
						has_castle = yes
						has_temple = yes
						has_city = yes
						has_tribal = yes
					}
				}

				remove_province_modifier = depopulated_2

				add_province_modifier = {
					name = depopulated_3
					duration = -1
				}

				clr_province_flag = recent_depopulation_2
				set_province_flag = recent_depopulation_3
			}
		}
	}
	else_if = {
		limit = { has_province_modifier = depopulated_1 }

		random_list = {
			20 = { # Do nothing
				mult_modifier = {
					factor = 4

					any_province_holding = {
						OR = {
							holding_type = nomad
							holding_type = tribal
						}
					}

					num_of_settlements < 3
				}

				mult_modifier = {
					factor = 1.4
					hospital_level >= 1
				}

				mult_modifier = {
					factor = 1.4
					hospital_level >= 2
				}

				mult_modifier = {
					factor = 1.4
					hospital_level >= 3
				}

				mult_modifier = {
					factor = 1.4
					hospital_level >= 4
				}

				mult_modifier = {
					factor = 1.4
					hospital_level >= 5
				}

				mult_modifier = {
					factor = 1.4
					hospital_level >= 6
				}
			}

			80 = {
				trigger = {
					OR = {
						has_castle = yes
						has_temple = yes
						has_city = yes
						has_tribal = yes
					}
				}

				remove_province_modifier = depopulated_1

				add_province_modifier = {
					name = depopulated_2
					duration = -1
				}

				clr_province_flag = recent_depopulation_1
				set_province_flag = recent_depopulation_2
			}
		}

	}

	else_if = {
		limit = {
			NOR = {
				has_province_modifier = depopulated_1
				has_province_modifier = depopulated_2
				has_province_modifier = depopulated_3
			}
		}

		random_list = {
			5 = { # Do nothing
				mult_modifier = {
					factor = 15

					any_province_holding = {
						OR = {
							holding_type = nomad
							holding_type = tribal
						}
					}

					num_of_settlements < 3
				}

				mult_modifier = {
					factor = 1.5
					hospital_level >= 1
				}

				mult_modifier = {
					factor = 1.5
					hospital_level >= 2
				}

				mult_modifier = {
					factor = 1.5
					hospital_level >= 3
				}

				mult_modifier = {
					factor = 1.5
					hospital_level >= 4
				}

				mult_modifier = {
					factor = 1.5
					hospital_level >= 5
				}

				mult_modifier = {
					factor = 1.5
					hospital_level >= 6
				}
			}

			95 = {
				trigger = {
					OR = {
						has_castle = yes
						has_temple = yes
						has_city = yes
						has_tribal = yes
					}
				}

				set_variable = {
					which = prosperity_value
					value = 0
				}

				remove_province_modifier = prosperity_modifier_1
				remove_province_modifier = prosperity_modifier_2
				remove_province_modifier = prosperity_modifier_3

				add_province_modifier = {
					name = depopulated_1
					duration = -1
				}

				set_province_flag = recent_depopulation_1
			}
		}
	}
}

decrease_depopulation_effect = {
	if = {
		limit = { has_province_modifier = depopulated_1 }
		remove_province_modifier = depopulated_1
	}
	else_if = {
		limit = { has_province_modifier = depopulated_2 }

		remove_province_modifier = depopulated_2

		add_province_modifier = {
			name = depopulated_1
			duration = -1
		}
	}
	else_if = {
		limit = { has_province_modifier = depopulated_3 }

		remove_province_modifier = depopulated_3

		add_province_modifier = {
			name = depopulated_2
			duration = -1
		}
	}
}


increase_prosperity_effect = {
	if = {
		limit = {
			NOR = {
				has_province_modifier = prosperity_modifier_1
				has_province_modifier = prosperity_modifier_2
				has_province_modifier = prosperity_modifier_3
				has_province_modifier = depopulated_1
				has_province_modifier = depopulated_2
				has_province_modifier = depopulated_3
			}
		}

		hidden_effect = {
			set_variable = {
				which = prosperity_value
				value = 100
			}
		}

		add_province_modifier = {
			name = prosperity_modifier_1
			duration = -1
		}
	}

	else_if = {
		limit = { has_province_modifier = prosperity_modifier_1 }

		hidden_effect = {
			remove_province_modifier = prosperity_modifier_1

			set_variable = {
				which = prosperity_value
				value = 250
			}
		}

		add_province_modifier = {
			name = prosperity_modifier_2
			duration = -1
		}
	}

	else_if = {
		limit = { has_province_modifier = prosperity_modifier_2 }

		hidden_effect = {
			remove_province_modifier = prosperity_modifier_2

			set_variable = {
				which = prosperity_value
				value = 500
			}
		}

		add_province_modifier = {
			name = prosperity_modifier_3
			duration = -1
		}
	}
}

decrease_prosperity_effect = {
	if = {
		limit = { has_province_modifier = prosperity_modifier_3 }

		hidden_effect = {
			remove_province_modifier = prosperity_modifier_3

			set_variable = {
				which = prosperity_value
				value = 250
			}
		}

		add_province_modifier = {
			name = prosperity_modifier_2
			duration = -1
		}
	}
}

# Used in province scope, to include province name in tooltip
increase_prosperity_variable_effect = {
	if = {
		limit = { has_dlc = "Reapers" }

		custom_tooltip = {
			text = increase_prosperity_custom_tooltip

			change_variable = {
				which = prosperity_value
				value = 6
			}
		}
	}
}

decrease_prosperity_variable_effect = {
	if = {
		limit = { has_dlc = "Reapers" }

		custom_tooltip = {
			text = decrease_prosperity_custom_tooltip

			change_variable = {
				which = prosperity_value
				value = -6
			}
		}
	}
}

# Used for rains in African regions...
remove_rain_modifiers_effect = {
	remove_province_modifier = africa_heavy_rain
	remove_province_modifier = africa_light_rain
	remove_province_modifier = africa_drought_risk
	remove_province_modifier = africa_drought
}

set_weather_change_cooldown_effect = {
	add_province_modifier = {
		name = africa_weather_updated
		days = 300 # Just for safety
		hidden = yes
	}
}

set_rain_flag_heavy_effect = {
	if = {
		limit = {
			# So it's not overwritten and can be checked for time...
			NOT = { has_province_flag = africa_heavy_rain_flag }
		}

		set_province_flag = africa_heavy_rain_flag
		clr_province_flag = africa_light_rain_flag
		clr_province_flag = africa_drought_risk_flag
		clr_province_flag = africa_drought_flag
	}
}

set_rain_flag_light_effect = {
	if = {
		limit = {
			# So it's not overwritten and can be checked for time...
			NOT = { has_province_flag = africa_light_rain_flag }
		}

		clr_province_flag = africa_heavy_rain_flag
		set_province_flag = africa_light_rain_flag
		clr_province_flag = africa_drought_risk_flag
		clr_province_flag = africa_drought_flag
	}
}

set_rain_flag_drought_risk_effect = {
	if = {
		limit = {
			# So it's not overwritten and can be checked for time...
			NOT = { has_province_flag = africa_drought_risk_flag }
		}

		clr_province_flag = africa_heavy_rain_flag
		clr_province_flag = africa_light_rain_flag
		set_province_flag = africa_drought_risk_flag
		clr_province_flag = africa_drought_flag
	}
}

set_rain_flag_drought_effect = {
	if = {
		limit = {
			# So it's not overwritten and can be checked for time...
			NOT = { has_province_flag = africa_drought_flag }
		}

		clr_province_flag = africa_heavy_rain_flag
		clr_province_flag = africa_light_rain_flag
		clr_province_flag = africa_drought_risk_flag
		set_province_flag = africa_drought_flag
	}
}

# Needs a province scope...
change_rain_effect = {
	if = {
		limit = { has_province_modifier = africa_heavy_rain }

		random_list = {
			10 = { # Make it worse (risk for drought)...

				remove_rain_modifiers_effect = yes

				if = {
					limit = { has_province_modifier = africa_rain_dance_successful }
					remove_province_modifier = africa_rain_dance_successful
				}

				add_province_modifier = {
					name = africa_drought_risk
					duration = -1
				}

				set_rain_flag_drought_risk_effect = yes

				mult_modifier = { # There is no nearby light rain...
					factor = 2
					any_neighbor_province_has_light_rain_trigger = no
				}

				mult_modifier = {
					factor = 2 # There is more heavy rain nearby...
					any_neighbor_province_has_heavy_rain_trigger = yes
				}

				mult_modifier = {
					factor = 2 # There is nearby dry weather...
					any_neighbor_province_has_dry_weather_trigger = yes
				}
			}

			10 = { # Make it better (light rain)...
				remove_rain_modifiers_effect = yes

				add_province_modifier = {
					name = africa_light_rain
					duration = -1
				}

				set_rain_flag_light_effect = yes

				mult_modifier = { # There is no nearby drought...
					factor = 2
					any_neighbor_province_has_dry_weather_trigger = no
				}

				mult_modifier = {
					factor = 2 # There is more heavy rain nearby...
					any_neighbor_province_has_heavy_rain_trigger = yes
				}

				mult_modifier = {
					factor = 2 # There is light rain nearby...
					any_neighbor_province_has_light_rain_trigger = no
				}
			}

			10 = { # Keep weather (heavy rain)...
				set_rain_flag_heavy_effect = yes
			}
		}
	}
	else_if = {
		limit = { has_province_modifier = africa_light_rain }

		random_list = {
			10 = { # Make it worse (drought risk)...

				remove_rain_modifiers_effect = yes

				if = {
					limit = { has_province_modifier = africa_rain_dance_successful }
					remove_province_modifier = africa_rain_dance_successful
				}

				add_province_modifier = {
					name = africa_drought_risk
					duration = -1
				}

				set_rain_flag_drought_risk_effect = yes

				mult_modifier = { # More likely if have enjoyed it long enough...
					factor = 2

					had_province_flag = {
						flag = africa_light_rain_flag
						days >= 3600 # almost 10 years...
					}
				}

				mult_modifier = { # More likely if have enjoyed it long enough...
					factor = 2

					had_province_flag = {
						flag = africa_light_rain_flag
						days >= 6000 # 16,5 years...
					}
				}

				mult_modifier = { # There is no nearby great weather...
					factor = 2
					any_neighbor_province_has_light_rain_trigger = no
				}

				mult_modifier = {
					factor = 2
					any_neighbor_province_has_heavy_rain_trigger = yes
				}

				mult_modifier = {
					factor = 2
					any_neighbor_province_has_dry_weather_trigger = yes
				}
			}

			10 = { # Make it better (heavy rain)...
				remove_rain_modifiers_effect = yes

				add_province_modifier = {
					name = africa_heavy_rain
					duration = -1
				}

				set_rain_flag_heavy_effect = yes

				mult_modifier = { # There is no nearby drought...
					factor = 3
					any_neighbor_province_has_dry_weather_trigger = no
				}

				mult_modifier = {
					factor = 2
					any_neighbor_province_has_heavy_rain_trigger = yes
				}

				mult_modifier = {
					factor = 2
					any_neighbor_province_has_light_rain_trigger = no
				}
			}

			10 = { # Keep weather (light rain)...
				set_rain_flag_light_effect = yes
			}
		}
	}
	else_if = {
		limit = { has_province_modifier = africa_drought_risk }

		random_list = {
			10 = { # Make it worse (actual drought)...
				remove_rain_modifiers_effect = yes

				if = {
					limit = { has_province_modifier = africa_rain_dance_successful }
					remove_province_modifier = africa_rain_dance_successful
				}

				add_province_modifier = {
					name = africa_drought_risk
					duration = -1
				}

				set_rain_flag_drought_effect = yes

				mult_modifier = { # There is no nearby rain...
					factor = 2
					any_neighbor_province_has_light_rain_trigger = no
				}

				mult_modifier = {
					factor = 2
					any_neighbor_province_has_heavy_rain_trigger = no
				}
			}

			10 = { # Make it better (light rain)...
				remove_rain_modifiers_effect = yes

				add_province_modifier = {
					name = africa_light_rain
					duration = -1
				}

				set_rain_flag_light_effect = yes

				mult_modifier = { # There is no nearby drought...
					factor = 3
					any_neighbor_province_has_dry_weather_trigger = no
				}

				mult_modifier = {
					factor = 2
					any_neighbor_province_has_heavy_rain_trigger = yes
				}

				mult_modifier = {
					factor = 2
					any_neighbor_province_has_light_rain_trigger = no
				}
			}

			10 = { # Keep weather (drought risk)...
				set_rain_flag_drought_risk_effect = yes
			}
		}
	}
	else_if = {
		limit = { has_province_modifier = africa_drought }

		random_list = {
			10 = { # Make it better (heavy rain)...
				remove_rain_modifiers_effect = yes

				add_province_modifier = {
					name = africa_heavy_rain
					duration = -1
				}

				set_rain_flag_heavy_effect = yes

				mult_modifier = { # More likely if have suffered long enough...
					factor = 2

					had_province_flag = {
						flag = africa_drought_flag
						days >= 3600 # Almost 10 years...
					}
				}

				mult_modifier = { # More likely if have suffered long enough...
					factor = 2

					had_province_flag = {
						flag = africa_drought_flag
						days >= 6000 # 16,5 years...
					}
				}

				mult_modifier = { # There is no nearby drought...
					factor = 3
					any_neighbor_province_has_dry_weather_trigger = no
				}

				mult_modifier = {
					factor = 2
					any_neighbor_province_has_heavy_rain_trigger = yes
				}

				mult_modifier = {
					factor = 2
					any_neighbor_province_has_light_rain_trigger = no
				}
			}

			15 = { # Make it better (drought risk)...
				remove_rain_modifiers_effect = yes

				if = {
					limit = { has_province_modifier = africa_rain_dance_successful }
					remove_province_modifier = africa_rain_dance_successful
				}

				add_province_modifier = {
					name = africa_drought_risk
					duration = -1
				}

				set_rain_flag_drought_risk_effect = yes

				mult_modifier = { # More likely if have suffered long enough...
					factor = 2

					had_province_flag = {
						flag = africa_drought_flag
						days >= 3600 # Almost 10 years...
					}
				}

				mult_modifier = { # More likely if have suffered long enough...
					factor = 2

					had_province_flag = {
						flag = africa_drought_flag
						days >= 6000 # 16,5 years...
					}
				}

				mult_modifier = { # There is no nearby drought...
					factor = 3
					any_neighbor_province_has_dry_weather_trigger = no
				}

				mult_modifier = {
					factor = 2
					any_neighbor_province_has_heavy_rain_trigger = yes
				}

				mult_modifier = {
					factor = 2
					any_neighbor_province_has_light_rain_trigger = no
				}
			}

			10 = { # Keep weather (actual drought)...
				set_rain_flag_drought_effect = yes

				mult_modifier = { # There is no nearby great weather...
					factor = 2
					any_neighbor_province_has_light_rain_trigger = no
				}

				mult_modifier = {
					factor = 2
					any_neighbor_province_has_heavy_rain_trigger = no
				}

				mult_modifier = {
					factor = 2
					any_neighbor_province_has_dry_weather_trigger = yes
				}
			}
		}
	}

	set_weather_change_cooldown_effect = yes # Sets a hidden modifier...
}

clone_weather_to_prev_effect = {
	trigger_switch = {
		on_trigger = has_province_modifier

		africa_heavy_rain = {
			PREV = {
				remove_rain_modifiers_effect = yes

				add_province_modifier = {
					name = africa_heavy_rain
					duration = -1
				}

				set_rain_flag_heavy_effect = yes
			}
		}

		africa_light_rain = {
			PREV = {
				remove_rain_modifiers_effect = yes

				add_province_modifier = {
					name = africa_light_rain
					duration = -1
				}

				set_rain_flag_light_effect = yes
			}
		}

		africa_drought_risk = {
			PREV = {
				remove_rain_modifiers_effect = yes

				add_province_modifier = {
					name = africa_drought_risk
					duration = -1
				}

				set_rain_flag_drought_risk_effect = yes
			}
		}

		africa_drought = {
			PREV = {
				remove_rain_modifiers_effect = yes

				add_province_modifier = {
					name = africa_drought
					duration = -1
				}

				set_rain_flag_drought_effect = yes
			}
		}
	}

	PREV = { set_weather_change_cooldown_effect = yes } # Sets a hidden modifier...
}

calculate_weather_status_in_demesne_effect = {
	### Find out what had the most impact...
	set_variable = {
		which = light_rain_count
		value = 0
	}

	set_variable = {
		which = heavy_rain_count
		value = 0
	}

	set_variable = {
		which = drought_risk_count
		value = 0
	}

	set_variable = {
		which = drought_count
		value = 0
	}

	# Light rain...?
	while = {
		limit = {
			any_demesne_province = {
				has_province_modifier = africa_light_rain
				NOT = { has_province_flag = has_been_counted }
				owned_by = PREV
			}
		}

		random_demesne_province = {
			limit = {
				has_province_modifier = africa_light_rain
				NOT = { has_province_flag = has_been_counted }
				owned_by = PREV
			}

			PREV = {
				change_variable = {
					which = light_rain_count
					value = 1
				}
			}

			set_province_flag = has_been_counted
		}
	}

	# Heavy rain...?
	while = {
		limit = {
			any_demesne_province = {
				has_province_modifier = africa_heavy_rain
				NOT = { has_province_flag = has_been_counted }
				owned_by = PREV
			}
		}

		random_demesne_province = {
			limit = {
				has_province_modifier = africa_heavy_rain
				NOT = { has_province_flag = has_been_counted }
				owned_by = PREV
			}

			PREV = {
				change_variable = {
					which = heavy_rain_count
					value = 1
				}
			}

			set_province_flag = has_been_counted
		}
	}

	# Drought risk...?
	while = {
		limit = {
			any_demesne_province = {
				has_province_modifier = africa_drought_risk
				NOT = { has_province_flag = has_been_counted }
				owned_by = PREV
			}
		}

		random_demesne_province = {
			limit = {
				has_province_modifier = africa_drought_risk
				NOT = { has_province_flag = has_been_counted }
				owned_by = PREV
			}

			PREV = {
				change_variable = {
					which = drought_risk_count
					value = 1
				}
			}

			set_province_flag = has_been_counted
		}
	}

	# Actual drought...?
	while = {
		limit = {
			any_demesne_province = {
				has_province_modifier = africa_drought
				NOT = { has_province_flag = has_been_counted }
				owned_by = PREV
			}
		}

		random_demesne_province = {
			limit = {
				has_province_modifier = africa_drought
				NOT = { has_province_flag = has_been_counted }
				owned_by = PREV
			}

			PREV = {
				change_variable = {
					which = drought_count
					value = 1
				}
			}

			set_province_flag = has_been_counted
		}
	}

	any_demesne_province = {
		clr_province_flag = has_been_counted # Clean up
	}

	clr_character_flag = mostly_drought
	clr_character_flag = mostly_drought_risk
	clr_character_flag = mostly_light_rain
	clr_character_flag = mostly_heavy_rain
	clr_character_flag = one_rain_variable_is_higher_than_one_drought_variable
	clr_character_flag = light_rain_variable_is_higher_than_drought_variable
	clr_character_flag = light_rain_variable_is_higher_than_drought_risk_variable
	clr_character_flag = heavy_rain_variable_is_higher_than_drought_variable
	clr_character_flag = heavy_rain_variable_is_higher_than_drought_risk_variable


	if = {
		limit = {
			check_variable = { # If actual drought is more common than the risk of it...
				which = drought_count
				which >= drought_risk_count
				which = ROOT
			}

			check_variable = { # and more common than heavy rain...
				which = drought_count
				which >= heavy_rain_count
				which = ROOT
			}

			check_variable = { # and more than light rain...
				which = drought_count
				which >= light_rain_count
				which = ROOT
			}
		}

		set_character_flag = mostly_drought
	}

	if = {
		limit = {
			check_variable = { # If drought risk is more common than actual drought...
				which = drought_risk_count
				which >= drought_count
				which = ROOT
			}

			check_variable = { # and more common than heavy rain...
				which = drought_risk_count
				which >= heavy_rain_count
				which = ROOT
			}

			check_variable = { # and more than light rain...
				which = drought_risk_count
				which >= light_rain_count
				which = ROOT
			}
		}

		set_character_flag = mostly_drought_risk
	}

	if = {
		limit = {
			check_variable = { # If light rain is more common than drought risk...
				which = light_rain_count
				which >= drought_risk_count
				which = ROOT
			}

			check_variable = { # and more common than heavy rain...
				which = light_rain_count
				which >= heavy_rain_count
				which = ROOT
			}

			check_variable = { # and more than drought...
				which = light_rain_count
				which >= drought_count
				which = ROOT
			}
		}

		set_character_flag = mostly_light_rain
	}

	if = {
		limit = {
			check_variable = { # If heavy rain is more common than drought risk...
				which = heavy_rain_count
				which >= drought_risk_count
				which = ROOT
			}

			check_variable = { # and more common than heavy rain...
				which = heavy_rain_count
				which >= light_rain_count
				which = ROOT
			}

			check_variable = { # and more than drought...
				which = heavy_rain_count
				which >= drought_count
				which = ROOT
			}
		}

		set_character_flag = mostly_heavy_rain
	}

	if = {
		limit = {
			OR = {
				check_variable = {
					which = light_rain_count
					which >= drought_count
					which = ROOT
				}

				check_variable = {
					which = light_rain_count
					which >= drought_risk_count
					which = ROOT
				}

				check_variable = {
					which = heavy_rain_count
					which >= drought_count
					which = ROOT
				}

				check_variable = {
					which = heavy_rain_count
					which >= drought_risk_count
					which = ROOT
				}
			}
		}

		set_character_flag = one_rain_variable_is_higher_than_one_drought_variable

		if = {
			limit = {
				check_variable = {
					which = light_rain_count
					which >= drought_count
					which = ROOT
				}
			}

			set_character_flag = light_rain_variable_is_higher_than_drought_variable
		}

		if = {
			limit = {
				check_variable = {
					which = light_rain_count
					which >= drought_risk_count
					which = ROOT
				}
			}

			set_character_flag = light_rain_variable_is_higher_than_drought_risk_variable
		}

		if = {
			limit = {
				check_variable = {
					which = heavy_rain_count
					which >= drought_count
					which = ROOT
				}
			}

			set_character_flag = heavy_rain_variable_is_higher_than_drought_variable
		}

		if = {
			limit = {
				check_variable = {
					which = heavy_rain_count
					which >= drought_risk_count
					which = ROOT
				}
			}

			set_character_flag = heavy_rain_variable_is_higher_than_drought_risk_variable
		}
	}
}

# MUST be used in a province scope
add_lots_thralls_capital_effect = {
	if = {
		limit = {
			NOR = {
				has_province_modifier = capital_thrall_workers_01
				has_province_modifier = capital_thrall_workers_02
				has_province_modifier = capital_thrall_workers_03
				has_province_modifier = capital_thrall_workers_04
				has_province_modifier = capital_thrall_workers_05
				has_province_modifier = capital_thrall_workers_06
			}
		}

		hidden_effect = {
			remove_province_modifier = capital_thrall_workers_01
			remove_province_modifier = capital_thrall_workers_02
			remove_province_modifier = capital_thrall_workers_03
			remove_province_modifier = capital_thrall_workers_04
			remove_province_modifier = capital_thrall_workers_05
			remove_province_modifier = capital_thrall_workers_06
		}

		add_province_modifier = {
			name = capital_thrall_workers_03
			years = 5
		}
	}
	else_if = {
		limit = { has_province_modifier = capital_thrall_workers_01 }

		hidden_effect = {
			remove_province_modifier = capital_thrall_workers_01
			remove_province_modifier = capital_thrall_workers_02
			remove_province_modifier = capital_thrall_workers_03
			remove_province_modifier = capital_thrall_workers_04
			remove_province_modifier = capital_thrall_workers_05
			remove_province_modifier = capital_thrall_workers_06
		}

		add_province_modifier = {
			name = capital_thrall_workers_04
			years = 5
		}
	}
	else_if = {
		limit = { has_province_modifier = capital_thrall_workers_02 }

		hidden_effect = {
			remove_province_modifier = capital_thrall_workers_01
			remove_province_modifier = capital_thrall_workers_02
			remove_province_modifier = capital_thrall_workers_03
			remove_province_modifier = capital_thrall_workers_04
			remove_province_modifier = capital_thrall_workers_05
			remove_province_modifier = capital_thrall_workers_06
		}

		add_province_modifier = {
			name = capital_thrall_workers_05
			years = 5
		}
	}
	else_if = {
		limit = {
			OR = {
				has_province_modifier = capital_thrall_workers_03
				has_province_modifier = capital_thrall_workers_04
				has_province_modifier = capital_thrall_workers_05
				has_province_modifier = capital_thrall_workers_06
			}
		}

		hidden_effect = {
			remove_province_modifier = capital_thrall_workers_01
			remove_province_modifier = capital_thrall_workers_02
			remove_province_modifier = capital_thrall_workers_03
			remove_province_modifier = capital_thrall_workers_04
			remove_province_modifier = capital_thrall_workers_05
			remove_province_modifier = capital_thrall_workers_06
		}

		add_province_modifier = {
			name = capital_thrall_workers_06
			years = 5
		}
	}
}

# MUST be used in a province scope
add_some_thralls_capital_effect = {
	if = {
		limit = {
			NOR = {
				has_province_modifier = capital_thrall_workers_01
				has_province_modifier = capital_thrall_workers_02
				has_province_modifier = capital_thrall_workers_03
				has_province_modifier = capital_thrall_workers_04
				has_province_modifier = capital_thrall_workers_05
				has_province_modifier = capital_thrall_workers_06
			}
		}

		hidden_effect = {
			remove_province_modifier = capital_thrall_workers_01
			remove_province_modifier = capital_thrall_workers_02
			remove_province_modifier = capital_thrall_workers_03
			remove_province_modifier = capital_thrall_workers_04
			remove_province_modifier = capital_thrall_workers_05
			remove_province_modifier = capital_thrall_workers_06
		}

		add_province_modifier = {
			name = capital_thrall_workers_02
			years = 5
		}
	}
	else_if = {
		limit = { has_province_modifier = capital_thrall_workers_01 }

		hidden_effect = {
			remove_province_modifier = capital_thrall_workers_01
			remove_province_modifier = capital_thrall_workers_02
			remove_province_modifier = capital_thrall_workers_03
			remove_province_modifier = capital_thrall_workers_04
			remove_province_modifier = capital_thrall_workers_05
			remove_province_modifier = capital_thrall_workers_06
		}

		add_province_modifier = {
			name = capital_thrall_workers_03
			years = 5
		}
	}
	else_if = {
		limit = { has_province_modifier = capital_thrall_workers_02 }

		hidden_effect = {
			remove_province_modifier = capital_thrall_workers_01
			remove_province_modifier = capital_thrall_workers_02
			remove_province_modifier = capital_thrall_workers_03
			remove_province_modifier = capital_thrall_workers_04
			remove_province_modifier = capital_thrall_workers_05
			remove_province_modifier = capital_thrall_workers_06
		}

		add_province_modifier = {
			name = capital_thrall_workers_04
			years = 5
		}
	}
	else_if = {
		limit = { has_province_modifier = capital_thrall_workers_03 }

		hidden_effect = {
			remove_province_modifier = capital_thrall_workers_01
			remove_province_modifier = capital_thrall_workers_02
			remove_province_modifier = capital_thrall_workers_03
			remove_province_modifier = capital_thrall_workers_04
			remove_province_modifier = capital_thrall_workers_05
			remove_province_modifier = capital_thrall_workers_06
		}

		add_province_modifier = {
			name = capital_thrall_workers_05
			years = 5
		}
	}
	else_if = {
		limit = {
			OR = {
				has_province_modifier = capital_thrall_workers_04
				has_province_modifier = capital_thrall_workers_05
				has_province_modifier = capital_thrall_workers_06
			}
		}

		hidden_effect = {
			remove_province_modifier = capital_thrall_workers_01
			remove_province_modifier = capital_thrall_workers_02
			remove_province_modifier = capital_thrall_workers_03
			remove_province_modifier = capital_thrall_workers_04
			remove_province_modifier = capital_thrall_workers_05
			remove_province_modifier = capital_thrall_workers_06
		}

		add_province_modifier = {
			name = capital_thrall_workers_06
			years = 5
		}
	}
}

# MUST be used in a province scope
add_few_thralls_capital_effect = {
	if = {
		limit = {
			NOR = {
				has_province_modifier = capital_thrall_workers_01
				has_province_modifier = capital_thrall_workers_02
				has_province_modifier = capital_thrall_workers_03
				has_province_modifier = capital_thrall_workers_04
				has_province_modifier = capital_thrall_workers_05
				has_province_modifier = capital_thrall_workers_06
			}
		}

		hidden_effect = {
			remove_province_modifier = capital_thrall_workers_01
			remove_province_modifier = capital_thrall_workers_02
			remove_province_modifier = capital_thrall_workers_03
			remove_province_modifier = capital_thrall_workers_04
			remove_province_modifier = capital_thrall_workers_05
			remove_province_modifier = capital_thrall_workers_06
		}

		add_province_modifier = {
			name = capital_thrall_workers_01
			years = 5
		}
	}
	else_if = {
		limit = { has_province_modifier = capital_thrall_workers_01 }

		hidden_effect = {
			remove_province_modifier = capital_thrall_workers_01
			remove_province_modifier = capital_thrall_workers_02
			remove_province_modifier = capital_thrall_workers_03
			remove_province_modifier = capital_thrall_workers_04
			remove_province_modifier = capital_thrall_workers_05
			remove_province_modifier = capital_thrall_workers_06
		}

		add_province_modifier = {
			name = capital_thrall_workers_02
			years = 5
		}
	}
	else_if = {
		limit = { has_province_modifier = capital_thrall_workers_02 }

		hidden_effect = {
			remove_province_modifier = capital_thrall_workers_01
			remove_province_modifier = capital_thrall_workers_02
			remove_province_modifier = capital_thrall_workers_03
			remove_province_modifier = capital_thrall_workers_04
			remove_province_modifier = capital_thrall_workers_05
			remove_province_modifier = capital_thrall_workers_06
		}

		add_province_modifier = {
			name = capital_thrall_workers_03
			years = 5
		}
	}
	else_if = {
		limit = { has_province_modifier = capital_thrall_workers_03 }

		hidden_effect = {
			remove_province_modifier = capital_thrall_workers_01
			remove_province_modifier = capital_thrall_workers_02
			remove_province_modifier = capital_thrall_workers_03
			remove_province_modifier = capital_thrall_workers_04
			remove_province_modifier = capital_thrall_workers_05
			remove_province_modifier = capital_thrall_workers_06
		}

		add_province_modifier = {
			name = capital_thrall_workers_04
			years = 5
		}
	}
	else_if = {
		limit = { has_province_modifier = capital_thrall_workers_04 }

		hidden_effect = {
			remove_province_modifier = capital_thrall_workers_01
			remove_province_modifier = capital_thrall_workers_02
			remove_province_modifier = capital_thrall_workers_03
			remove_province_modifier = capital_thrall_workers_04
			remove_province_modifier = capital_thrall_workers_05
			remove_province_modifier = capital_thrall_workers_06
		}

		add_province_modifier = {
			name = capital_thrall_workers_05
			years = 5
		}
	}
	else_if = {
		limit = { has_province_modifier = capital_thrall_workers_05 }

		hidden_effect = {
			remove_province_modifier = capital_thrall_workers_01
			remove_province_modifier = capital_thrall_workers_02
			remove_province_modifier = capital_thrall_workers_03
			remove_province_modifier = capital_thrall_workers_04
			remove_province_modifier = capital_thrall_workers_05
			remove_province_modifier = capital_thrall_workers_06
		}

		add_province_modifier = {
			name = capital_thrall_workers_06
			years = 5
		}
	}
	else_if = {
		limit = { has_province_modifier = capital_thrall_workers_06 }

		hidden_effect = {
			remove_province_modifier = capital_thrall_workers_01
			remove_province_modifier = capital_thrall_workers_02
			remove_province_modifier = capital_thrall_workers_03
			remove_province_modifier = capital_thrall_workers_04
			remove_province_modifier = capital_thrall_workers_05
			remove_province_modifier = capital_thrall_workers_06
		}

		add_province_modifier = {
			name = capital_thrall_workers_06
			years = 5
		}
	}
}